BardokRedSnow wrote: »Shattered Path Signet does NOT break the game on Vengeance! I'm perfectly content to skip out on meaningless preseason testing, which will be instantly forgotten in June.BardokRedSnow wrote: »Now please, enough derailment.
Shattered Path Signet will make the GH meta even more miserable. Adding to the ball groups and one shots, now you have players being melted by Xv1 ranged LA spam. No your DK wings will not save you because it's all dots not "projectiles" doing the damage.
You don’t even play the game anymore
I do, fought people using it, it’s really no worse than other patches where players like evo444 ran around ganking people. Really previous patches have had it worse.
Static Reverberation
This passive was a huge problem for pvp week 1. It was in a fine state after getting adjusted to 0.5 seconds. Its now back to being too powerful with 0.3 seconds cool down and being buffed to base 5% proc rate.
Part of the problem comes from sorc being too good at being able to proc it. 5% proc base doesnt sound like much but consider that a regular status effect build can deal up to 10 instances of seperate damage per second. For example
1-Vateshran destro proc
2-Burning status effect from vateshran
3-Light attack
4-Concussion from thread of war
5-Crushing shock (frost)
6-Crushing shock (fire)
7-Crushing shock (shock)
8-Chill from crushing shock
9-Burning from crushing shock
10- Concussion from crushing shock
11-Hurricane
10+ instances of seperate damage in a single second with a 5% base proc chance at full hp, skyrocketing to a certainty at lower health thresholds. This isnt just limited to this specific scenario either, bound armamant is 4 instance of seperate damage by itself and is by itself a burst damage and the burst damage having near certainty to proc additional damage turns it from a burst to an easy execute. In fact it turns basically everything in sorcs arsenal to an execute extremely easily.
Malevolent Promise was excluded from pvp for being too war crimey, well, this passive is the actual war crime. Please consider adding a once per second clause to it with battle spirit active. Proccing an extra instance of damage every second easily makes it one of the best pure class passives in the game, simply makes it less toxic by preventing it from being oppressive in pvp.
I have to disagree here.
You’re right about being able to stack stand effects but re-read your own post. Out of the 10 sources of status application only one comes from Sorc … just one.
Nothing else on that list is Sorc Specific which means that being a Sorc doesn’t make those skills any more effective. It’s not as though Sorcs can synergize those status effects better than any other class because any and every other class can slot 9 out of those 10 abilities, it’s just that Sorcs have the passive.
To be honest the main status I see Sorcs using here is Overcharge rather than any of the elementals and that’s really leaning a bit on LA & scribing, also outside of the class skill set.
Running a status effect build can hit hard in PvP but it leaves the build open to quite a lot because in order to maximize it requires specific supporting gear and attention to their mitigation. A status-effect Sorc vs a subclassed crit meta build, for example, is going to have a run for their money because they’re going to have to keep up shields & heal in a rotation versus just spamming LA + skill weaves.
Sorcs are not in a good place. I don’t know who thinks that but this observation really is evidence of that if Sorcs are leaning on status effect output rather than their own class skills.
These passives need to hit hard and the buff makes sense, it provides for a viable means to be competitive in the scope of subclasses builds until the Sorc refresh, which is the whole point. Static at 0.3 & 5% is where it needs to be.
What does the source of the skill have to do with anything? Are you guys just trying to be funny?
Because your argument is that Sorcs are somehow better able to make use of applying status effects.
That, factually, isn’t true because 90% of the sources of applying those status effects are available to every player, they’re not Sorc specific.
This means that, no, Sorcs do not have some extra benefit when it comes to applying status effects, anyone can use Crushing Shock, anyone can run Vateshran, anyone can light attack with a Destro staff, etc.
If Sorcs had clad specific skills that were better able to apply status effects then, yes, you’d be right; Sorcs would have an easier time than other classes but that isn’t the case.
I don’t think it’s right to ask for a passive to be nerfed simply because it synergizes with world skills; especially when the class skills for the class in question are so poor.
Using status effects as a main source of damage in PvP is both interesting and risky; and really only works if the player is running the Signet mythic, which, anyone else can slot too. This leaves a build like that open to quite a lot in PvP despite having some descent damage potential but is far from OP.
My argument is that sorc has an easy time proccing Static Reverbation passive. I'm sorry to say that literally everything you are talking about is irrelevant to the topic...
I'll put it in simple terms to be better understood. We dont consider Wild Adaptation weak because warden can maintain at most chilled and maybe hemorrhaging with its base class skills. We consider it strong because with elemental susceptibility, blood for blood and various other sets and skills warden is able to reach and maintain a respectable number of status effects.
Obviously we dont treat class masteries in a vacuum with only the class skills. That would be, absurd, ill put a stop to this nonsense that non class skills has to be disregarded while considering class masteries. I will also ask you to reconsider your bias on sorc, it seems to be clouding your judgment.
Savagejack wrote: »Apologies if this was mentioned already. Can Static Reverberation proc from status effects? I thought it only would from abilities or dots of conscious effort.
Static Reverberation
This passive was a huge problem for pvp week 1. It was in a fine state after getting adjusted to 0.5 seconds. Its now back to being too powerful with 0.3 seconds cool down and being buffed to base 5% proc rate.
Part of the problem comes from sorc being too good at being able to proc it. 5% proc base doesnt sound like much but consider that a regular status effect build can deal up to 10 instances of seperate damage per second. For example
1-Vateshran destro proc
2-Burning status effect from vateshran
3-Light attack
4-Concussion from thread of war
5-Crushing shock (frost)
6-Crushing shock (fire)
7-Crushing shock (shock)
8-Chill from crushing shock
9-Burning from crushing shock
10- Concussion from crushing shock
11-Hurricane
10+ instances of seperate damage in a single second with a 5% base proc chance at full hp, skyrocketing to a certainty at lower health thresholds. This isnt just limited to this specific scenario either, bound armamant is 4 instance of seperate damage by itself and is by itself a burst damage and the burst damage having near certainty to proc additional damage turns it from a burst to an easy execute. In fact it turns basically everything in sorcs arsenal to an execute extremely easily.
Malevolent Promise was excluded from pvp for being too war crimey, well, this passive is the actual war crime. Please consider adding a once per second clause to it with battle spirit active. Proccing an extra instance of damage every second easily makes it one of the best pure class passives in the game, simply makes it less toxic by preventing it from being oppressive in pvp.

Kaivalya
Dismissing the demands of selfish solo players isn't a lack of integrity.DeathStalker wrote: »I think the most honest answer is that people want to just play the game how they feel comfortable. Let me give an example to show this and the intellectual dishonesty of both sides of this debate.
Overland difficulty was created with a specific difficulty in mind. Some people don't like it and push to have it changed so they can play overland the way they want. The people who like the overland difficulty the way it is push back, even though adding a harder difficulty to overland won't hurt or affect people who don't want to play that way.
The Night Market was created with a specific difficulty in mind. Some people don't like it and push to have it changed so they can play the Night Market the way they want. The people who like the Night Market the way it is push back, even though adding an easier difficulty to the Night Market won't hurt or affect people who don't want to play that way.
People want to play the way that is fun to them and get insulted if anyone dares speak another point of view. It's both sides,, it's hypocritical, it's a display of a lack of integrity, and lastly, it's exhausting.
Shattered Path Signet does NOT break the game on Vengeance! I'm perfectly content to skip out on meaningless preseason testing, which will be instantly forgotten in June.BardokRedSnow wrote: »Now please, enough derailment.
Shattered Path Signet will make the GH meta even more miserable. Adding to the ball groups and one shots, now you have players being melted by Xv1 ranged LA spam. No your DK wings will not save you because it's all dots not "projectiles" doing the damage.
OccultNerd wrote: »So....I generally play solo, I group up for trials/end etc but that's it. I play solo because I don't need a group for normal overland content,wbs, public dungeons etc.. I'm not an elitist, my DPS isn't amazing but I get on fine for the content I play.
Along comes Night Market...you need to group/follow a group/ sneak etc.. no problem, it was advertised as group content.
What I don't understand is why so many players refuse to group up and then come to the forums or FB groups and moan because they expected to do solo NM and they can't, so that's it they are quitting....what is they actual issue? Why won't these players join a team?
I've seen people asking for a solo or easier version of NM, why? Especially after the majority of players wanted harder content!